Epik 2 things, one as a level 11 paladin you should get 3 attacks with your bow +11/+7/+1 and if you made the Slow save you are still hasted and will get a 4th at your highest attack
Also I was going to attempt to bull rush him to the ground this round if you wanted to wait to see if I succeed, I may not need too though if your 4 bow attacks hit, but I think the wind wall will block your arrows too
Drawing the bow is a move action, so he wouldn't get a full round attack.
Wasn't sure if you were still going to do the bull rush. Do it if you can.
Ahh crap, I forgot about that, you are right, waiting on Tike to Answer a question which will decide if I am able to bull rush or not, but if I can, still planning on it
Did Nowzai not enlarge either of you before the fight?
|Magma Iron Clan|
I do not think you are correct with the targeted dispel
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
My spell dc is 22, if that isn't his first roll the entire spell fails
yup exactly how I was reading it, so my shield spell is gone, and protection from evil from Epik maybe, what is his caster level? I don't think it's an 11 but I could be wrong. Not sure if paladins are a lower casting level or not.
Ok heading to the funeral now, thanks this helped keep my mind off it. If I can, I will follow up post on the other games tonight
|Magma Iron Clan|
Myaruk CR 13
Male human lich diabolist 4/oracle 7/conjurer 1 (Pathfinder Campaign Setting: Book of the Damned Volume 1, Princes of Darkness, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 188)
LE Medium undead (humanoid, human)
Init +6; Senses darkvision 60 ft.; Perception +28
Aura fear aura (DC 24)
AC 28, touch 17, flat-footed 25 (+6 armor, +4 deflection, +2 Dex, +1 dodge, +5 natural)
hp 200 (12 HD; 5d6+7d8+142)
Fort +15, Ref +9, Will +18; +6 profane bonus vs. channeled positive energy
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning, 15/good; 15/magic Immune cold, electricity, polymorph, undead traits
Speed 30 ft.
Melee touch +10 (1d8+8 negative energy plus paralyzing touch)
Special Attacks paralyzing touch (DC 24)
Arcane School Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—acid dart (1d6 acid)
Oracle Spells Known (CL 11th; concentration +19)
. . 5th (5/day)—mass inflict light wounds (DC 23), slay living (DC 23), summon monster V
. . 4th (8/day)—inflict critical wounds (DC 22), summon monster IV, symbol of slowing[UM] (DC 22), unholy blight (DC 22)
. . 3rd (8/day)—animate dead, inflict serious wounds (DC 21), invisibility purge, greater stunning barrier[ACG] (DC 21), summon monster III, wind wall
. . 2nd (8/day)—desecrate, dread bolt[UM] (DC 20), false life, ghoul hunger (DC 20), inflict moderate wounds (DC 20), shield of fortification[ACG], summon monster II
. . 1st (8/day)—cause fear (DC 19), inflict light wounds (DC 19), protection from good, sanctuary (DC 19), shield of faith, sphere of darkness (DC 20), stunning barrier[ACG] (DC 19)
. . 0 (at will)—guidance
. . Mystery Bones
Conjurer Spells Prepared (CL 1st; concentration +3)
. . 1st—benign transposition, vanish[APG] (DC 13)
. . 0 (at will)—bleed (DC 12), detect magic, mage hand
. . Opposition Schools Enchantment, Illusion
Str 13, Dex 14, Con —, Int 14, Wis 20, Cha 27
Base Atk +7; CMB +10; CMD 25
Feats Acadamae Graduate, Accursed, Augment Summoning, Dodge, Familiar Spell, Improved Initiative, Scribe Scroll, Spell Focus (conjuration), Superior Summoning[UM]
Skills Acrobatics +3, Bluff +20, Climb +5, Diplomacy +12, Fly +16, Intimidate +12, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +9, Perception +28, Sense Motive +26, Spellcraft +17, Stealth +14, Use Magic Device +11; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Daemonic, Draconic, Dwarven, Elven, Infernal
SQ arcane bond (familiar), augment summoning, channel hellfire, damned, heresy, infernal bargain, infernal charisma, oracle's curse (clouded vision), revelations (armor of bones, bleeding wounds, death's touch), summoner's charm (1 round), whispering way magic armor discount, whispering way magic items discount, whispering way magic weapons discount
Combat Gear quicken metamagic rod (lesser), wand of inflict critical wounds; Other Gear headband of inspired wisdom +4
Accursed (Completed) gain SR 23
Acid Dart (1d6 acid, 5/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Armor of Bones +6 (7 hours/day) (Ex) +6 AC.
Augment Summoning You gain Augment Summoning as a bonus feat.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bleeding Wounds +2 HP/round (Su) Whenever a creature takes damage from one of your spells or effects that causes negative energy damage (such as inflict light wounds or the death’s touch revelation), it begins to bleed, taking 1 point of damage each round. At 5th level, and every
Channel Hellfire (8/day) Change energy damage in spells to hellfire damage.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Clouded Vision You cannot see beyond 60 ft
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Damned It is difficult to raise your soul from Hell when killed.
Darkvision (60 feet) You can see in the dark (black and white only).
Death's Touch (1d6+3, 11/day) (Su) As a standard action, melee touch deals negative energy dam. Undead healed & +2 channel resist for 1 min.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Spell Transfer a specific spell to be cast by the familiar. +3 Levels.
Fear Aura (DC 24) Foes in 60 ft are frightened (below 5 HD) or shaken for 12 rds (Will neg).
Heresy +2 (Ex) +2 to your checks made to research specific devils’ true names or sigils.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Infernal Bargain Can halve called devil's price for service with opposed Cha check.
Infernal Charisma +4 (Ex) +4 to your Charisma when dealing with infernals.
Paralyzing Touch (1d8+6 negative energy dam, DC 24) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Rejuvenation (Su) Liches can return after a few days.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
Touch (DC 24) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Undead Traits Undead have many immunities.
|Magma Iron Clan|
|Magma Iron Clan|
Hey all, sorry I've been mia for so long! Our new daughter was 3 weeks old yesterday and I'm only getting on computers now because I'm back at work :)
I'm not sure if this will work, but for anyone who wants to see our sappy pictures (and isn't already a facebook friend), try this: https://www.facebook.com/dirt.nap.39/posts/10209328634880703?pnref=story
Hope all is well and I'll make an effort to check in more!